#🔀┃art-asset-workflow

1 messages · Page 31 of 1

meager raft
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So i managed to get the transparent parts of the fern to be transparent, but now the leaves in the front are being hidden behind the ones further back. I don't know why making it transparent made the black edges completely invisible, left the leaves just how i wanted them, but made them like this.

misty lantern
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You probably shouldn't have the color texture as the Occlusion map

meager raft
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you're probably right but i basically have no idea what im doing.
also thank you so much, it finally looks right

earnest vine
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Ah! I fell for that one before. It's useful for wacky effects. But It does tend to point people into thinking it's the same as the alpha cutoff/clipping.

frail wind
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Can someone please help me real quick? I just want to make the shadows smaller. Unfortunately I can't move the lights further away because there's a room above the ceiling. (Well there's going to be)

earnest vine
misty lantern
sullen plank
obsidian lion
woeful bramble
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Could anyone point me into direction i should approach this situation? I want to create wall like this from reference image in my game. I am using URP. This is only room that game will be held in so it doesnt need to be most efficient option, i need best possible looks. I was thinking: wall with plaster texture with hole in it for bricks, other wall object underneath with brick texture and somehow decals for painting peeling off. Is it the best option for realism and what would be industry approach if this was only one of x rooms in the game?

fallow summit
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save yourself the hassle

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especially if the entire game is just one this room

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theres also tons of tutorials on how to achieve exactly what you sought out to do in blender

woeful bramble
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so i will have to use multiple uvs to create 1 object (4 walls) in order to get right texel density everywhere?

fallow summit
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better yet keep the room as 6 objects, treat each wall individually + floor and ceiling

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if this is really the entire game, just that room, go all out in my opinion

woeful bramble
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well this is an interesting approach

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i could also do some sculpting this way and add extra detail

misty lantern
woeful bramble
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right but to get high texel density + peel painting in certain areas and bricks showing off all being unique i would have to use multiple uvs?

misty lantern
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Decals are useful because they can be dynamically placed on anything
But since the room is pre-made, you can make all geometry and textures specifically for it for maximum control

misty lantern
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Such methods are often used for optimization
But it's up to you if you want to utilize them
Sometimes using optimized workflows also makes the work more efficient, sometimes less

woeful bramble
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hmmm i see, will check it out

misty lantern
frail wind
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How do I give the mirror actual correct dimensions, please?

frail wind
frail wind
misty lantern
misty lantern
frail wind
frail wind
misty lantern
misty lantern
frail wind
misty lantern
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And it has to have the same field of view

frail wind
misty lantern
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If not, the setup fundamentally cannot work correctly

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Otherwise the effect you get is of a monitor screen

misty lantern
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The only typical reason you would not be able to use baked lightmapping is if your scene is dynamic, as baking is static only

frail wind
pastel echo
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Not sure the best place to post this, but is there a way to have a timeline run at higher than 60fps?
I use the recorder track in timeline a lot so my clips are always the same length, thus recording from the recorder outside of timeline isn't ideal for my workflow. However recording using a timeline track forces the recording to 60 fps. I'd like to be able to record at 120 fps constant to help with the physics, cloth clipping through dresses etc.

frail wind
misty lantern
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If you don't understand something, don't avoid the topic but ask

frail wind
frail wind
latent token
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I'm trying to import a handful of .obj and matching .mtl files (pieces of a building my wife designed in Sweet Home 3D), and one single one is refusing to generate the correct materials from the .mtl.
All other objs contain the proper 'stone', 'marble', etc materials from the .mtl and apply them as they should. But a single one instead creates an (untextured) material for every mesh inside it, called [part]Mat ('stair_left'Mat, 'railingMat', 'small_columnMat', and so on), completely ignoring the materials defined in the .mtl.
I triple checked that the file names are correct, what other reason could there be for it not reading the .mtl file?

misty lantern
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In that case, I would say I'm trying to

potent wraith
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Also, I'm not even sure if unity uses the mtl files at all. Need to check. It seems like unity would try to import it.

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You can open the mtl with a text editor and see what that specific broken material references.

summer radish
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Hello! I updated my unity to the latest version and now the tile palette preview is black. The tiles work perfectly fine when I lay them on the map. And this only seems to happen in maps with global lighting--I've tried boosting the values of said lighting to no avail. Any suggestions?

latent token
potent wraith
eternal cypress
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I know this might sound stupid, but is there a way to multiply shaders? so like if I have 2 "urp lit" shaders, I would have a shader that is the multiply of the output of basecolor / other properties of those 2 shaders.

misty lantern
# eternal cypress I know this might sound stupid, but is there a way to multiply shaders? so like ...

Depends what you mean by that
A mesh renderer can be assigned additional material slots, which causes the mesh to be rendered again with another material/shader
If you set the second material to be transparent and have the multiply blend mode, then their outputs would be multiplied together, but not the material properties
https://docs.unity3d.com/ScriptReference/Material.Lerp.html this method can blend two materials with the same shader for a new material that has a weighted average of the material properties
Beyond these the ideal way to blend shaders is to have one shader that has the functionality of both and the ability to blend them within it
By the way #1390346776804069396 is for shader questions

marsh sequoia
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Any recommendations for realistic characters (for VR) that are rigged and have facial rigging for lip sync?

harsh cypress
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Hi i have just created an Mouth in Blender and now i wanted to import it to unity but i ONLY want the Facetexture to be seen not the Background of the material any ideas? UnityChanThumbsUp

quiet adder
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Hi, I provided two images in which you can see that the same panel is not straight, but I dont know why. I modeld both in blender and both the wall and the panel are straight. Also the transform is normal. But somehow it isnt straight. I use the same panel on the floor and an the floor everything is perfect.

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what can causes this? importing issues?, the models are normal .blend files made to a prefab

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Okay, when I type the same rotation again I get the result I want, but why does 90 degrees doesnt always = 90 degrees, Rounding issues?

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I also dont get how the y coordinate can go from 0.2499 -> -3.278 and the to -0.25. How is that possible, I only moved the object down. (Global)

grave garnet
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Scientific notation

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The number ends with something like E-05 but the full value is not visible (which makes it confusing)

quiet adder
grave garnet
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Wdym 90 isnt 90?

quiet adder
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So I had a plane rotated 90 degrees on the X axis thats what the inspecor said too. But wehn I alinged it with other object I had a tiny gap on one side. when I typed 90 again it rotate a bit again and then it was fitting.

quiet adder
iron loom
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i know godot has the ability to import .blend files as models and can update to changes made in blender in real time. is there any way to do a similar thing in unity, even with a plug-in of some sort? would be insanely helpful for my workflow

fallow summit
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you can import blend files directly in unity

iron loom
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any other reason not to do it that way?

violet walrus
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godot works the same way, it detects a change then exports it

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each time you save and switch back to unity it will only take half a sec or so and it will refresh in unity

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a huge downside of this workflow is collobration, since using blend files means everyone working on the project requires the correct version of blender to be installed

tribal pivot
fallow summit
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its far better to just export whatever you need as fbx and import into unity

violet walrus
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exporting is pretty fast and easy especially if just write a script to do it

iron loom
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just wondering as avoiding having to reimport every time sounds like a major plus

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especially considering my models normally have to have import settings tweaked each time

violet walrus
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a big reason is if its blend files you now require anyone opening the project to have blender

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also a other good reason is if you export you get to choose what in the scene goes to unity

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i often have lots of stuff in my blender scenes i do not want in unity that is there for workflow purposes

fallow summit
# iron loom what reasons are those?

more stable imports (no dependency on blender being installed or changing versions)
faster reimport times in unity
cleaner project structure with one asset per file
better source control and team collaboration
more control over export settings (scale, rigging, animations, normals, etc.)
industry standard workflow compatible with other tools and pipelines

violet walrus
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the blend files in project i feel is only viable for like single dev wears all the hats type projects and not great for teams

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even then i do not think its great

iron loom
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this is a project i am working on (thus far) entirely by myself

fallow summit
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its good to build good habits early

iron loom
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is there a way to mass-change all .blend files to .fbxs later on down the line?

fallow summit
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even if you are working alone

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dont think so

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no built in way that is

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keep what is .blend for now

iron loom
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cheers for the help

violet walrus
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i have had to automate the change before was given a legacy project with .ma files in it

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was a huge pita, but more or less exported over the files, then fixed the name of the meta file so the references would not be broken

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to make doing changes faster i would just looking for a blender plugin for managing export or writing a bit of python in blender that will export how you want with 1 press

gritty raft
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if they would change the internal pipeline when using .blends from .fbx to .glb it will be wonderful. no more 'my material didn't carry over', or a bunch of other 'WTH was that!' moments

violet walrus
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i was able to automate those problems away for the most part, but yeah good GLB and USD stupport would be great

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the FBX exporter of blender is pretty rubbish and never will be feature complete compared to other fbx exporters like mayas

eternal cypress
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@harsh cypress a material contains a texture

harsh cypress
harsh cypress
eternal cypress
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your wording is very unclear to me, but I am guessing you are referring to lighting or to the smoothness of the material

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try turning it down to 0 and see if that does it

harsh cypress
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Okay i will explain it agian

I have an Texture on this Material (the Lighter one) and i wanna REMOVE the color of the Material so it only shows the material. Like make the material Transparent but not the texture

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it is already turned down

eternal cypress
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oh I think I got you.

in the texture import properties set the alpha source to "From Grayscale" instead of input alpha.

Then, in your material settings (image you shared) -> put the Surface type to transparent.

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you can undo the smoothness changes

eternal cypress
# harsh cypress

though your texture might be reversed.
The white areas are what Unity keeps,
the black areas would be transparent.

eternal cypress
harsh cypress
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OMG

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NO WAY

harsh cypress
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@eternal cypress THANK YOU UnityChanwow

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It works

eternal cypress
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Awesome

quiet adder
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How can I remove those light leaking edges when I bake my lights? I already tried to set another margin and to change the lightmaping resolution, but this only helped a little bit. I also used this doc by unity. On this spot two separate planes are meeting each other

summer radish
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hello! can anyone tell me why my tileset looks all jumbled up in the tile palette window? 2nd picture has my slice settings and what it's supposed to look like

vapid smelt
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anyone have a good website wherei can search for textures i like making dumb assets but im not into texturing

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made this kinda and i need to texture it like that lol

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it reminds me of non polished glass rocks idk how to emulate that though

rough matrix
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i tried to conert built-in to URP but still same issue all Models n Materials are like that

glacial vector
sullen plank
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@gaunt pike You need to create a Devlog in #1180170818983051344 to ask about stylistic choices, etc. This is a channel for questions about Unity asset workflow.

compact summit
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where's the prefab for the bouncy ball gun in the vr multiplayer template? i wanna replace the balls with a particle effect

sullen plank
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If it doesn't import in the order you want you can press edit button and rearrange them.

pseudo ore
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What is causing that strange noise when I am importing models from Blender to Unity? It's just flat white material.
Its shaded smooth.

hoary kindle
misty lantern
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It is SSAO, which in some circumstances appears on flat unoccluded surfaces

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The normal artifacts are due to poor triangulation combined with smooth shading
Improving the topology would help, and one simple method is to select the non-bevel faces and use Set From Faces from Normals menu

pseudo ore
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Gonna work on topology then.

sterile hollow
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hi guys, I am confused about what Unity docs are talking about when they say we can source clips using @ in our FBX names

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I thought this meant the base FBX should populate with specified clips

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I have tried this at various points in the past decade, Unity's docs about this have never changed, but i also never got it to actually work

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is it supposed to automatically populate this list on the base FBX? Because it doesn't seem to, and I'd like it to

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Or am i meant to still refer to clips from the additional FBX files? In which case I am not sure what the @ symbol is meant to achieve exactly?

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Or does it only enforce a matching avatar?

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The docs aren't clear on what I should be seeing if the @ symbol worked

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Or is the main purpose of the @ symbol to make this Update reference clips button work?

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it seems to automate the naming of the contained clip, that's one thing I noticed.

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Anyone have a more comprehensive understanding of this?

fluid oak
sterile hollow
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I thought something along those lines, but I'm not seeing the combined result anywhere. I thought it'd appear as some form of externally sourced clips on the base FBX under the animation tab, that's not the case.

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given a prefab does not necessarily exist during the FBX import stage, what prefab is that referring to exactly? It doesn't seem to generate one or did you mean the base FBX (model)?

fluid oak
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The prefab of the base model created by the importer.

sterile hollow
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ah right, for clarity, you mean this FBX file right?

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cos the importer doesn't generate a prefab, for that you'd have to right-click the FBX/model file and tell it to create a Prefab Variant

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only then it would produce a prefab

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unless I am missing something, in which case the importer is definitely not making a prefab from my files on import... is it meant to?

fluid oak
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Well, the imported model. So if you unfold it you should see the animations listed under it as if they were imported on that model.

wooden mason
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@fallow summit

wooden mason
fallow summit
wooden mason
wooden mason
fallow summit
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so there you go lol

wooden mason
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there is no black part

fallow summit
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transparency is the same as black lol

wooden mason
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its seethrough and how did you telling me it was black fix the shinyness issue?

wooden mason
fallow summit
fallow summit
wooden mason
fallow summit
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Dude..

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ive said roughness like 30 times already, told you to send the roughness texture

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and you didnt think of correcting me at a single point?

wooden mason
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THERE IS NO ROUGNESS MAP

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you cannot put a rougness map into materials in older versions (idk if you can in newer) so you have to pack the rougness as aplha into the medalness or into base

fallow summit
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so its just your metallic map?

fallow summit
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you have to pack the roughness

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which is exactly what im telling you to send me

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that packed roughness map lol

wooden mason
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ARE YOU STUPID

fallow summit
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calm down

wooden mason
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IN
THE
HEAD

fallow summit
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first of all, learn to behave

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second of all

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im asking you to show me that roughness map you packed

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i just want to see the roughness

wooden mason
fallow summit
fallow summit
fallow summit
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this needs to be off

wooden mason
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nope

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alr bro nvm

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imma ask my friend

fallow summit
# wooden mason nope

i mean regardless of it fixes your current issue the correct workflow is to disable that for metallic/roughness and normal maps

lofty gladeBOT
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:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

compact summit
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where's the toy gun prefab in the vr multiplayer template?

river whale
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how do i bake blender texture? its not giving me correct textures

outer halo
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What does baking a texture mean to you in this context?

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If you're referring to the tiling of the texture on your wall, that's not "baking" anything. You need to use a world projected (triplanar) shader on the material so that it just repeats normally.

misty lantern
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If textures that were procedurally created in blender are being baked here, they should be baked into a tilable pattern
The whole map is likely too big and inefficient to bake, and the UVs don't look proper for that

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Lighting can be baked for the whole level, but should be baked in Unity because it has workflows for that

sleek elk
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Hey there, anyone here uses blender? I want to ask them something about their workflow...

tribal pivot
sleek elk
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just want to ask, when you export your fbx and put it in your asset brower folder in unity, now while working in unity you find some issues with the model

do you edit your blend file, export the fbx again, then paste the fbx in the asset folder again then in unity it refreshes

I made an addon for myself which saves the fbx directly in the game folder, while also saving the .blend file in the native folder, and it can export in different formats too in different locations at the same time.

But I thought maybe i am doing it the hard way, that's why I wanted to know if there was other way people do it?

fallow summit
sleek elk
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I see thanks!

misty lantern
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!collab

lofty gladeBOT
# misty lantern !collab

:loudspeaker: Collaborating and Job Posting

We do not accept job or collab posts on Discord.
Please, use Discussions to promote yourself as job-seeking, advertise commercial job offers, or look for non-commercial projects to participate in:
• ** Collaboration & Jobs**

sullen plank
fresh rose
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How can make an collider mesh in blender and import it into Unity? Sort of like how Godot lets you add _col to the object name to add a collider when you import it.

outer halo
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You don't, you just make a normal mesh, import it as a normal model, give it a mesh collider and turn off its renderer.

tribal pivot
# fresh rose Oh ok

or you can just drag the mesh which you would like to use as a collider into the object's mesh collider's "mesh" property

fallow summit
outer delta
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Hi, does anyone know why UVs get completely messed up when exporting from Unity to Blender?

atomic nymph
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Hi, does anyone have a good free house pack they could give me? I want something even more realistic.

hidden tangle
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Hi, I applyed one material for a ll the character but it doen't come out as my texture image

misty lantern
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<@&502884371011731486> advertisement

hidden tangle
rough matrix
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I want to make water in Unity, but the tutorials I found are really confusing. Is water creation related to shaders???? Every tutorial seems to use something called Shader Graph ... i am beginner

hoary silo
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My chance to be the first post bcaYaya3

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started to learn blender, so far all I can do is extrude, add edge loops, fill gaps between edges, but its good enough!

stray stone
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Been working on these for a few days.

young pawn
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started as prototypes and kind of evolved into an art style that I really love

frosty steppe
surreal girder
stray stone
clear garnet
limber field
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that is cool

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I'd try and fix that warping on the handle though 😃

clear garnet
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It was actually purposeful warping :D, still doesn't look particularly right though.

limber field
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I think it's that jag when it wraps around that is the big thing

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you have to do a lot of model and UV tricks to keep that from happening on low poly models with pixels that size

clear garnet
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Yes, I've had to do so in many other places around the pistol. I was trying to get some proper wrap effect along the grip but anything I do either looks incorrect or just perspectively wrong.

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I think the easiest solution will simply be restricting it to the front or sides.

limber field
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you can do a lot more pure planar mapping and try not to keep the UV's connected as much

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especially around corners and bends

dry crescent
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^^ You guys think the ingame image is also okay here?

stray stone
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It's too dark. Can't see anything really.

frosty steppe
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@stray stone I have to agree.

stray stone
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Bloom is also too high, in my opinion.

dry crescent
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hmm ~ You cant see the floppy?

stray stone
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You can see it. Just.
You should always have some light and never go full black, it's unnatural.

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Also is that the Atari logo I spot? A copyrighted logo? 👀

dry crescent
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Yeis - and I will gladly remove the project if they ever contact me regarding the project, However the project was never published and there is only images of it

stray stone
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But yeah. The scene is too dark. I can't even see the right side of the keyboard, there also aren't any highlights.

dry crescent
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The right side of the keyboard? The part which is outside the camera?

stray stone
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Well it just faxed to black, so didn't even know that.

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I'm on about the whole unit.

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I assume it's an Atari 500?

dry crescent
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hmm Dont remember what the reference I used for it was, it might be the 500

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FeelsThinkingMan oh brb

dry crescent
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back ~ are you sure it isnt your discord theme or computer brightness causing the image to look darker?

frosty steppe
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@dry crescent I turned my screen to full brightness and I could just about make out the image.

dry crescent
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I had two others look at it and they could see it ThonkHmm

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I guess next time it should get a brightness slider

frosty steppe
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It's a neccessity to make the thing you're presenting clear, though I guess it depends on the theme you're going for.

dry crescent
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Horror for that one

stray stone
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I have my monitors colour balanced to perfection, I shouldn't have to adjust them to see the image.
I'm viewing true colour. Adjusting my brightness (Already on full by the way) Defeats the point of trying to create a visual style.

Viewing on my computer, I can make out the other side of the amiga, but on my phone which I first viewed it on, it was pitch black on the right side.

graceful plinth
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99% or more of the general user/player base will not have adjusted their screens at all really... maybe once in the beginning and that's it... :)
digital design has to work around not knowing the hardware on the other end (sadly) so yeah... if a good portion of people have difficulties, you have to compromise the "art" portion for the usability

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i personally can make out most stuff on all screens i checked on (if i didn't miss anything important i guess) but light is everywhere anyway... so might as well give the viewer less strain on the eyes and make sure

frosty steppe
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Using Blender to test my homemade prototyping textures. The planes were unwrapped prior to transforming. Materials are flat shaded, mapping coordinates are set to Object. When the grey material is extruded up, it creates this white bar. Why is it doing this?

mortal wing
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@frosty steppe the extrusion created new polygons, which have not been properly uv-mapped yet, their UV is just occupying a tiny space near where the extrusion started from. I'm guessing they where right inside a white line from the grid, so it's essentially stretching that white line

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it's not like in hammer where new polys are uv-mapped in planar automatically

frosty steppe
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@mortal wing Is there a way to make it so that it automatically maps it a certain way?

mortal wing
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hmm

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uv-mapping is usually a final step after modeling, I haven't seen a way to do it in such a way that it's constantly uv-mapping in the manner you'd expect as the mesh is edited. I don't know, maybe there's a command/plugin out there to do it that I'm not aware of

frosty steppe
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@mortal wing I found an addon called Level Buddy, which does have some helpful tools for modelling rooms. Problem is the textures aren't showing up.

mortal wing
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just googled it, wow, it looks neat

frosty steppe
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@mortal wing Especially for Doom levels, and potentially Half-Life 1 levels.

mortal wing
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so if the textures don't show up, what does get shown? just pink?

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maybe you need to assign the texture or something?

frosty steppe
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I abandoned the last thing and now I'm trying Level Buddy. It's quite handy. I think it baked lighting for the scene, but it's now showing the actual textures. So I decided to re-apply textures. For the floor, I went top view orthographic and did a smart uv project.

dry crescent
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Do you have a source to backup those numbers Minerva? smugkane

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Also why didnt you say you were on a phone in the first place mdj

quiet tiger
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Which programs do you guys use to paint textures with?

dry crescent
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Blender has some built in texture tools which allows you to handpaint textures if you would like to use that

quiet tiger
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Let me take a look :3

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And if I want to have a bit 'sharper' textures than hand drawn, should I then just export the UV image to something like photoshop?

dry crescent
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Yupp, you use Blender?

quiet tiger
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Yes

dry crescent
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You can export the UV map itself and use that to edit the image with

quiet tiger
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Alright, thanks for your time 🙂

dry crescent
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Np happy to help! kane

frosty steppe
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There's also Krita too.

quiet tiger
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Is Krita any better than Blender it's texture painting, @frosty steppe ?

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It does seem a bit better at least on video's.

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But can it also paint it on a 3d model, or only on a UV map?

abstract ridge
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I prefer substance tools (paid) but then again this depends a lot on what kind of things you do here

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they aren't overly expensive for indie tier and do save a ton of time but I totally understand that people may want to search for completely free tools as well

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(they also have free student versions)

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these are also pretty much industry standard on texturing right now

dry crescent
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Pmuch

quiet tiger
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I'll try the trial period then 😛

abstract ridge
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if you try it, make sure to watch their intro videos, they are really well structured and get you going way faster

pliant carbon
#

Hey... we need opinions, we are making a runner game in the different scenes (e.g: a forest), should we use unity's terrain, start with that and then use a 3D tool, or a 3D tool from the start????

dry crescent
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More context Shini

pliant carbon
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Basically the main character will go running through big sections (levels are long) and most of them are in nature (forrest, moutains, etc.). On that surface there will be decorations and also obstacles. Yet, teh ground/ surface /terrain object, is it a good idea to use Unity's terrain modelling tools or should we create the terrain with a 3D modelling tool (e.g: blender)

dry crescent
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3d modelling tool or liberary

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Afaik I dont think Blender is the best for nature levels

pliant carbon
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it probably will just for the surface, since other objects like for example trees will be added afterwards as separate gameobjects

dry crescent
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for the surface eh?

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Let me discuss this with a fellow developer one sec

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After much discussion we came to a consesus

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Houdini wins, However houdini is a complex and difficult piece of software. Mastered, it will give you the results you want

pliant carbon
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I'm not entirly sure will need top quality fidelity but thanks for the tip

#

i'll look into it : ))

dry crescent
#

Good luck, I am sure you will be able to find the tool that suits your needs the best maulerYes

frosty steppe
hoary silo
#

my first thing that doesnt look shitty, should learn texturing at one point, all i can do still is extrude, add loop cuts bceJoyHappy

frosty steppe
#

@hoary silo That's actually rather good!

#

If it's meant to be a replica of the thing in the reference image, I'd recommend shortening the length of the obelisk (the long thing).

hoary silo
#

dont wanna get sued 👀

#

jk, i think its fine like that, i dont want to make it 1 to 1

#

and thanks x3

frosty steppe
#

@hoary silo No problem.

hoary silo
#

nice 😄

#

are you following a tutorial? isnt oragnic stuff 10x harder :x

frosty steppe
#

@hoary silo Thanks. It's one of the first time I just used the box modeling method instead of retopologizing.

hoary silo
#

thats why i stick to cube-y things 😂

frosty steppe
#

The horns are actually bezier curves.

#

Also useful for tentacles, trees, etc.

hoary silo
#

huh

frosty steppe
#

Yes.

#

I added a Bezier curve, increased the depth, then shrunk one end.

#

Oh, and mirrored it too.

#

Then I converted the bezier to a mesh when finished (Alt+C)

celest elbow
#

something i cooked up

frosty steppe
dry crescent
#

Very cool Jack

#

you seperated each part of the gun into different objects?

wanton snow
#

I haven’t read everything you posted here yet...but are you working on a dinosaur PvP game...?

frosty steppe
#

@wanton snow Who is? 😮

wanton snow
#

you?

#

idk

#

i just saw a triceratops and an arena

frosty steppe
#

@wanton snow Oh! I can explain:
The triceratops was for fun. The arena was for a game I'd like to make, though I don't write code I've been drawing concept art, modelling prototype levels and writing the story.

wanton snow
#

oh lol

frosty steppe
#

@wanton snow Hope that clears things up. Your guess wasn't too far off, actually.

wanton snow
frosty steppe
dry crescent
#

Anyone got any good resources on making the optimal use of Circular objects in scenes? How many edge devides and what technices/formulas and shaders can be used to decrease edges without decreasing detail/looks?

craggy wadi
#

For 2D: Signed Distance Field rendering techniques are good, and tessellated shaders would be your friend for 3D I guess.

#

If you're not sure about your frame budgets

celest elbow
#

@dry crescent yeah i separate most parts makes it easier for colour id maps and suc has well as i try to think of it like making a gun in real life where each part is separate

dry crescent
#

I get that, Imo as long as its parts being seperated and not Just Blocks put inside blocks its guud

celest elbow
#

yeah i always remove the hidden faces

dry crescent
#

Have you soon the way the Elite Dangerous team does it?

celest elbow
#

No, how?

dry crescent
#

Makes box -> moves box -> makes New box -> move box into box ~\○●○~ rinse repeat

quiet tiger
#

So, I had heard that using the subdivision modifier in Blender isn't really a good way to make models for games. Anyone who could tell me more about that?

stray stone
#

@quiet tiger it's not a good way to go because the subdivision modifier quadruples your mesh to make it smoother. A quick to to make lower polycounts smoother is to shade them smooth. Which is an option on the left side, or when you press Z with pie menu's.

#

It's ok if you keep a close eye on it when modelling. But it's generally just good to not use it and model as you want the shape to be. You can always manually subdivid it more if you want.

abstract island
stray stone
#

Looks nice. How did ya do the hair?

abstract island
#

poly hair

#

blender plugin

stray stone
#

Ah. Ok.

#

So it's hair cards ?

abstract island
#

yep 😄

#

end product from another project

stray stone
#

Interesting. I've been playing with curve tools for hair. Which has been an Interesting exploration

abstract island
#

its just another metodology

#

😄

stray stone
#

I know how it works. Haha.

#

I was just saying what I've been trying. I've done a lot of hair stuff.

#

Trying to find the balance in my work.

abstract island
#

do you have any examples of you wrok in curve tools?

stray stone
#

I'll let ya know when I get home. On bus currently.

abstract island
#

sure 😄

stray stone
#

https://i.gyazo.com/c8b8a2edc6b0d288398ca27a76610de2.mp4

https://i.gyazo.com/f149492349a4c53bfb25bada68459904.mp4

https://i.gyazo.com/5fbba0b8070e3501350c8f24f754f2f4.png

@abstract island Hay, here are my older experiments with the curve tool method I have been using. It gives a better cartoon look overal which fits the anime/cartoon style nicely, and can still remain relatively low poly, but I trade teh ability for super detailed hair textures with it. My next experiments are going to be trying to get some of this back while still retaining this method because it allows for some great flexibility.

abstract island
#

yeah, true

#

never tried this method

#

its not my style, but who knows, maybe in future

stray stone
#

I'll let you know with the new idea i have for it. It should look much more like what you have, but still keep that flexibility I want.

#

I then also have my non game hair systems. which is dynamic hair strands, but these are for film.

dry crescent
#

@quiet tiger So Subdiv modif is mostly used for animation but I belive some use it for games aswell by baking the mesh normalmap from the subdivided modell and applying the modell to a lower poly modell - so far I have only baked a single sculpt though¨

frosty steppe
keen steeple
#

hehe, it looks better than my blob monsters! I can.. only make blob monsters

#

and coral

#

The rock on the bottom is cool

frosty steppe
#

@keen steeple Thank you. My intention was to make it look like ooze squishing up and being pulled out, and possibly bubbling too.

wary torrent
willow nebula
#

Put simply : you can't

#

You can only export materials with a simple setup of texture matching to predefined slots (diffuse/normal/metallic ...)

#

If you want to have the EXACT same material with the same functionalities in Unity, you will have to re-create it with shader code, or a nodal shader editor

dry crescent
#

This perhaps? @wary torrent

quiet tiger
#

Nice!

frosty steppe
#

Recreated the look of Zbrush in Blender 2.8. I don't know what it is, but the matcaps always put me in the mood for sculpting.

visual meadow
#

Lol reminds me of this tweet

rapid echo
craggy wadi
#

I love that, very sweet

celest elbow
#

@quiet tiger subdivision is all good if your making a low poly and highpoly and baking mesh maps

spring niche
#

Looks like I'm coming back to Unity for a project.. In terms of art style which one would you go for? Nothing but a quick mockup but one takes a lot more effort than the other and this ain't a small game for a small team..

abstract ridge
#

is this a trick question

spring niche
#

No, why?

abstract ridge
#

because it doesn't really seem like all that different in art style at all

#

other just lacks all the detail and polish and good lighting

spring niche
#

Cool, well the top one is more stylised but it's far lighter on performance and can be accurately reproduced constantly whereas the bottom one was just made to be as good as it could. Which makes everything more difficult like a domino effect.

abstract ridge
#

bottom looks like half finished tbh

spring niche
#

Even better.

#

It'll save me about <Insert massive amount of time> baking at silly texel amounts.

visual meadow
#

Top

celest elbow
frosty steppe
visual meadow
#

Hard to say because its no where near finished

#

Only thing I recognize are the eyes and teeth, I have no idea what the rest is supposed to be atm

#

Out of curiosity, what program are you using btw?

#

Blender 2.8?

frosty steppe
#

Yep.

visual meadow
#

Oh nice, how's sculpting in 2.8 in comparison to older versions?

#

If they even changed anything at all

frosty steppe
#

It feels a little different. It's took some getting used to.

#

The one thing that annoys me is trying to find how to change the mouse click input from right to left.

frosty steppe
#

Another thing driving me mad is the fact the transform gizmo is invisible.

visual meadow
#

Might try it out sometime, I love blender for everything but I just cant sculpt in that program

frosty steppe
#

Yeah the sculpting tools are quite primitive in comparison to Zbrush's.

#

That being said, I'm sticking with Blender 2.79 until 2.8 officially releases.

visual meadow
#

Much better now

#

Still early to judge but since you asked, I feel like the lower stomach is a bit thin for such a beast

frosty steppe
#

That was intentional. The creature is meant to look somewhat starved, but it also makes the front area of the creature very large and imposing.

visual meadow
#

Ah ok

abstract ridge
#

@frosty steppe while I get the idea of doing something unique at the top teeth, that's not how any animal would have their teeths setup, it kinda breaks the immersion even for a fantasy one

frosty steppe
#

@abstract ridge So, I should remove them?

visual meadow
#

I think he means the way theyre connected to the head

#

In your sculpt theyre connected to the eyebrow but top teeth are usually inside the mouth

abstract ridge
#

^

frosty steppe
#

I understand now. I was making random strokes and tried to make something look weird but interesting.

#

Since I'm not fully comfortable with 2.8 I'm going to switch back to 2.79 to continue sculpting.

#

Nevermind, I guess I won't. Blender 2.79 crashes when I try to import it, haha.

#

Oh, I can append the mesh from the file! No problem.

frosty steppe
frosty steppe
frosty steppe
frosty steppe
spring niche
#

Did a lighting and shader test with HDRP w/ an arch viz pack.

#

Not bad.!

#

Still some kinks to work out but looking forward to using it in a game context.

frosty steppe
teal pecan
#

Awesome monkey head dude

abstract ridge
#

Not sure if irony or ignorance :D

frosty steppe
#

The monkey head didn't have to be added, but I did. Makes it feel more Zbrush-ish.

#

Used the skin modifier to create individual body parts to boolean together.

craggy wadi
#

poor suzanne

spring niche
#

It's like godzilla got attacked by a rainbow. Interested to see where it goes..!

frosty steppe
#

@spring niche Thank you. I used the Sculpt Toolkit addon. It randomizes the colours of each item so you know which mesh is in where. Like how Blender 2.8 does it normally.

subtle ledge
#

allegorithmic joining adobe ppl

abstract ridge
frosty steppe
#

Retopoflow 2.0.2 is so good. What an amazing and free retopology tool.

rapid echo
craggy wadi
#

Seems to cost 86 dollars

#

(retopoflow)

zealous stream
#

for some reason Iray doesn't like transparency, it's black around the P

stray stone
#

@craggy wadi You can get it through there github, but you won't get support for it, unless you participate within the github.

dry crescent
#

Gj ceebee

frosty steppe
frosty steppe
frosty steppe
frosty steppe
visual meadow
#

I like how you go from a simple lowpoly model to a complex zombie sculpture

frosty steppe
#

@visual meadow It happens.

craggy wadi
#

"burple"

visual meadow
#

What happened to your creature?

#

Stopped working on it or just stopped posting progress?

frosty steppe
#

@visual meadow I made it months ago, then abandoned it for a while. I was advised to change how the torn flesh looked, and honestly the critique helped me a lot.

visual meadow
#

Ah

frosty steppe
#

Coming back to old work can be great, since you come back with new knowledge, or a different opinion.

visual meadow
#

A problem i often have is that when i look at the same sculpt for a long time i dont see obvious mistakes

#

Mainly proportions

#

Idk if thats just me or if other people have this as well

#

And then someone mentions a part that is obviously disproportioned and im like wtf how did i not see this

frosty steppe
#

I feel the same way.

rapid echo
frosty steppe
untold sapphire
#

I do a model change(mesh and bone) in an FBX model inside a prefab. Every time I do that, the mesh will get skewed or disappear from the model in the prefab. If I drag the FBX into the scene right next to the prefab with the exact same model in it the FBX has the mesh that was changed, but the prefab just will not get the new mesh/bone changes. The way to fix a prefab like that is to take the model and drag it in under the same model in the prefab, zero it, drag it out right next to the model, delete the old model and keep the new.
I can't believe this is still a problem in Unity. How does devs circumvent this?

frosty steppe
frosty steppe
eager mist
#

nice

eager mist
#

Looks like me

craggy wadi
#

So kissable

eager mist
#

frosty steppe
frosty steppe
stray stone
#

I like how you've managed to make blenders' viewport look like Zbrush. XD

frosty steppe
#

@stray stone Ha thank you. I changed the background, the FOV to 100, and imported one of Zbrush' matcaps.

glossy lichen
#

does anyone have any animal cube meshes + materials

frosty steppe
#

@glossy lichen Animal cube meshes? Like voxel models?

glossy lichen
#

yes something like that

frosty steppe
#

I don't, though there should be a free voxel-making piece of software for building custom voxel models.

frosty steppe
stray stone
#

That is indeed an ottoman.

gaunt saddle
#

been having fun with substance designer today. forgot how much fun it can be.

abstract ember
#

neat 😃

frosty steppe
#

I haven't seen many ottoman assets on the Unity Asset store so I thought to give making one a try.

abstract ember
#

I'm looking for a good free rig to animate with, any ideas?

#

something with basic handles

stray stone
#

@abstract ember on the blender cloud, there are a bunch of free rigs. The best one there is Vincent, he'll match the most to a production rig in animation.

abstract ember
#

thanks I'm using maya though, I suppose I could try animating in blender one of these days 🤔

dry crescent
#

Kinked you should check out Hoodini, it has some noice node editing for textures and terrain generation

craggy wadi
#

Soon kink will leave unity having made millions from his 60fps LWRP civ-lite awesomeness

gaunt saddle
#

Well my art pipeline experiments arent going very well so dont hold your breath 😛

wanton snow
#

What’s some good software for concept art
Not sure if I need concept art but it might help a bit

#

I mean I’m sure any software would work but which would you recommend

frosty steppe
#

@wanton snow I use Krita for concepting. Recently 2.8's grease pencil tools are improving to the point drawing concept art in it is possible. Also Alchemy.

wanton snow
#

okay

frosty steppe
wanton snow
#

it turns out I already had that on my computer...

#

wait, blender?

frosty steppe
#

Oops I forgot to mention! Blender 2.8.

wanton snow
#

oh ok

#

is there a specific tool you use for krita or something

frosty steppe
#

The standard basic brush is fine.

#

Sometimes I use a textured pencil brush if I'm feeling it.

#

There's also a lasso drawing tool, similar to Alchemy's.

eager mist
#

So I'm making a game using unity what should I use for 3d modelling software I have an extremely low budget so if prefer something free. Is there any good free software besides blender? I've tried using it but its so hard to learn and get used to.

abstract ember
#

try blender 2.8

gaunt saddle
abstract ember
#

neat

wanton snow
#

im not even sure myself

abstract ember
#

m-mom?!

wanton snow
#

im trying to make it look cute

abstract ember
#

very kawaii

craggy wadi
#

I imagine the screams of such a thing were you god and it of flesh

abstract ember
#

uguu

wanton snow
#

cmon how do i redo somethng

#

i accidentally held in in ctrl z

craggy wadi
#

y

#

ctrl +

wanton snow
#

doesnt work in blender

#

while it does work in other things

#

oh its shift control z

gaunt saddle
craggy wadi
#

WOW

#

I love that!

#

it's basically fortnite quality done on the cheap using the power of sneaky art

#

looks in his wallet and spies a lone moth fluttering out

#

can't afford to hire ol' kink

wanton snow
#

Also kinda reminds me of this game called Legend of Zelda: Wind Waker

#

And also uh... for me usually 3D modeling only takes maybe half an hour to an hour and a half, maybe a bit more or less. But I’m usually just doing smaller models
What is the longest time it took you to do a model (not including textures or anything like that)

gaunt saddle
#

a single model?

#

best part of a week i guess?

#

complicated vehicles and stuff

#

also depends, at work itll keep going through feedback loops, can take a month or so to finish a character 😛

wanton snow
#

Oh yeah that reminds me I probably need a model for my character, at least the hands

craggy wadi
#

Yeah pixar has a nice rule for feedback

#

its between 25% and 75% that pixar allow and encourage feedback with the idea that before 25% done, it's too soon for change, and after 75% it's too expensive to change.

And it really works, at least it works on every single film they make so I guess feeding back and having changes for half of the process, with the least pain on the artist is a very good compromise.

#

If unity doesn't do that, they should learn from the best.

gaunt saddle
#

Thats a really cool "rule", didnt know they had that set.

#

Idk how our demo teams work, but Unity is a complex organism 😛

craggy wadi
#

er

#

MUTANT

#

😄

#

beware, it lives

hallow root
#

Look like ! 30 staff member on this discord connected right now. How many are you working for unity ? 😮

abstract ember
#

does anyone know where I can get a free rig that's setup correctly for mecanim? 😃

#

I tried using the makehuman unity skeleton

#

with maya's humanik

#

the fingers were really bad

hallow root
#

Dunno... Bought myself a rigged character and it doesn't work on unity aswell, i'll have to redo it too

abstract ridge
#

@abstract ember you may want to learn how to fix the skeleton and weights if you really need that, fingers tend to be messed up on almost all generators (you can also try Mixamo's autorigger but in my experience it doesn't even do fingers right with their own character meshes )

#

knowing how this stuff works will help you in the long run more than trying to find item x that does what you want

abstract ember
#

well I'm trying to make some animations

rapid echo
abstract ember
#

cute 😃

shell lion
#

Hi, i made this knife as hard surface practice:)

abstract ember
#

neat 😃

wanton snow
#

the left half of my creature has bones

#

is there a way to quickly flip the bones over the x axis? (in blender)

wanton snow
#

animation is so fun

#

tedious but fun

rapid echo
abstract ember
#

nice

#

but how well does that transfer over to unity 🤔

rapid echo
#

Thank you @abstract ember
I am testing it now, it will be close one. Hopefully I can share results soon but blender eevee is sure powerful 😊

frosty steppe
drowsy pond
#

Hi! What’s a good, reliable way to integrate a Netflix player into a Unity PC-based app so I can have users watch shows and movies while in my VR experience?

zealous stream
#

Netflix doesn't have a public API anymore, so you'd have to interface with it via a web browser for authentication.

#

which means you'd need to first find a way to have a web browser inside the game

#

there's some assets that are made to do that, but I can't vouch for how well any of them work, or how good of an experience they would provide playing video (if they even can)

#

it would be no small feat to do what you're asking.

alpine monolith
#

Just wanted to say hi to my fellow 3D folks :) Can't wait to share and learn from one another, have a great day!

wanton snow
#

I’d like to have a lot of variation with every piece or coral in my coral reef, would I just have to create a lot of individual meshes or could I do something else?

eager mist
#

I'd Recommend Blendshapes/Shape keys.

wanton snow
#

What exactly are those?

gaunt saddle
#

Procedurally generate the coral? :3

eager mist
#

Hold on,

#

Do you use Blender, Maya, Etc?

wary socket
#

Hi everyone, I'm pretty new to 3D modeling and created some low poly props, like trees and bushes. Now I am wondering whether it's "better" to have multiple material slots e.g. on the tree for wood and leaves or have one material and then do the coloring via textures.

#

What would be the recommended way here? Performance wise I guess I should go with a texture for colors.

#

I am targeting mobile hardware

eager mist
#

Maybe 1 Texture, And a few materials to be recolored?

wary socket
#

Sorry, I am not sure what you mean?

eager mist
#

Basically Leaves and Bark textures would be white, But you can make more materials with the same textures with diffrent color.

wary socket
#

Ah I see. Well that could be useful! Thanks.

wanton snow
#

I use blender @eager mist

eager mist
wanton snow
#

Oh

#

What do I do from there?

eager mist
#

This way you can add settings to make a Mesh change! This way you can have about hundreds of uniqne Corals with only 1 mesh!

#

You'll add a Basis, and Keys

#

Basis = Original Mesh
Key 1 = Deformation

#

@wanton snow

wanton snow
#

So kinda like you can select from one

eager mist
#

Yep?

wanton snow
#

So do I export it as an obj, fbx, or blend?

#

My guess is blender

eager mist
#

I tend to do .fbx

wanton snow
#

yeah it seems like obj removes some stuff

eager mist
#

Yep.

wanton snow
#

Well, not remove it, but just not keep it in the exported file

#

You get what I meant

eager mist
#

Yeah

#

I hope this helps!

wanton snow
#

Ok

#

Thanks

#

Oh and also is there a way to have a mesh that like connects to others in unity so I could create like structures
Kinda like a metaball...

#

If not it’s ok but just asking

eager mist
#

I'm not exactly sure myself... I'm sorry.

wanton snow
#

Ok

sudden crater
#

do you want the two structures to have corresponding meshes so that there could be like a walkway that connects the two?

wanton snow
#

kinda like that

#

so uh

livid wagon
#

You could write a script that detects when two objects are close enough together to dynamically create a mesh between them

wanton snow
#

with the shape keys

#

the keys dont appear

#

i have 6 keys but the thing is empty

#

you can see the keys in the drop down but not in that panel thing

wanton snow
#

any help...?

eager mist
#

guys this doesn't feel alive even for a demo

sudden crater
#

@wanton snow were you trying to have a base shape and then have a couple different modifications?

wanton snow
#

yeah

#

i think i got it working but im still a bit confused

sudden crater
#

if you want you can describe what you would like / send the file and we could work it out

#

Ideally I think that blendshapes never changes geometry, it just changes either the position scale or rotation of the mesh.

#

which is why its usually used for poses and face shapes.

frosty steppe
eager mist
#

Fish face

#

love it

#

great design

frosty steppe
#

Well um, actually.

late gazelle
#

Post when it's finish, no ?

frosty steppe
#

I could.

craggy wadi
#

so hot

#

perfect for valentines

eternal cosmos
#

You just need a nice mustache tentacle thing.

dim laurel
#

I want to be able to make graphics that resemble these: https://www.youtube.com/watch?v=MdjAcB-bDt8 (of course I won't be that good probably). I played around with blender already a few times and I can make some small stuff but I never get it reduced that good and everything fitting so well as I am seeing in a lot of games and the one above especially

https://www.gog.com/game/kingdoms_castles Kingdoms and Castles is a game about growing a kingdom from a tiny hamlet to a sprawling city and imposing castle. ...

▶ Play video
#

where does one start to learn about that?

visual meadow
#

do you mean

#

the models?

#

or everything together

dim laurel
#

both

#

I guess more the all together

#

I have a feeling that I could not make stuff that fits so well together in style

alpine monolith
#

@dim laurel You could totally make these! Just start super small 😃 Go into it with the mindset that you aren't creating a windmill, just that you are going to create 4 rectangles first for the blades and so on. I find for things like this it's easy to grab a piece of paper and just draw the shapes that I see. "I'll need this many rectangles and this many squares, etc". Slowly building my own Ikea instructions then it just a matter of playing Lego and placing them where they need to go. Eventually you'll pick up an eye for it and you won't need to draw it out. I know that I'm making it seem really easy but I just want you to know that there is process out there that might for for you. Piece by piece! 😄

dim laurel
#

@alpine monolith haha thanks man that is a very nice answer. But I also meant how to do stuff like that yourself, I don't want to just copy their style... but maybe I could start by trying to copy a few buildings and getting a feeling of how I would then do it myself

#

But yeah maybe trying to see the pieces and puzzling could work well 😃

alpine monolith
#

That's exactly it! Find a couple different examples that you like and just copy, copy, copy! Eventually you will find tips and trick that you love and your own style will emerge as a combination of the things you use for influence. Don't be afraid to copy, it's how everyone learns 😄

dim laurel
#

thanks!

faint plank
#

This is just the beginning of a wheel before a vehicle, what do you think?

silver yarrow
#

@faint plank smooth

alpine monolith
#

Are you familiar with the "mark sharp" and auto smooth features in blender? @faint plank

#

It might help you out with some smoothing groups for your rims there if that is what you're looking for.

#

(it does look great though :) )

hallow marlin
#

Hey, im looking for some 3D artist to help create the game my team is working on. If you are interested, please dm me, thx

eternal cosmos
keen steeple
#

Always a bit sceptical of comps like this. Feels like Unity is getting more benefit that than the artists.

zealous stream
#

I'm surprised the Unity Blog Bot hasn't picked up on the blog post, did it go Awol?

#

The idea is cute, I'm curious to see what people come up with. I don't have the bandwidth to participate though.

dry crescent
#

You want to know whats inside my ancestors tree?

#

I dont remember anything being inside yggdrasil in any of the lore or stories I read LUL

eternal cosmos
#

@zealous stream I see it in #497866432277643275 🤔 Maybe it just took a bit to get sent over?

@keen steeple I'd be curious to know more! How does a challenge like this differ from something like us hosting a game jam or similar? Tag me over in #497872469911404564 if you want to chat about it so we can move out of the 3D space.

zealous stream
#

oh hmm, yeah i think discord is being a little funny with me today. I've noticed some channels take time to load

keen steeple
#

@eternal cosmos It feels different because

  1. It's not teamwork, which jams are good for
  2. it's for a Unity project, maybe they should just pay someone to make their stuff?
  3. People's work goes on the asset store, which profits Unity.
    It's a bit suss, after the last debacle Unity hosted were people were to make in game art :S
#

But, I do know people who entered that other comp, because they had the time to do what was essentially a free art/design test

#

So, I guess it's good for people who have time to do free stuff.

eternal cosmos
#

Totally understand! If there wasn't a clause to upload it to the Asset Store, would it come off a bit better? While I see what you're saying regarding teamwork, challenges like this can be a driving point for someone who wants to work on their own skillset and have a common driving point around other people doing the same. I'll be passing the feedback along to our teams to see how we can do better if that's alright!

keen steeple
#

no worries :)
Yes, perhaps also a focus on community feedback too. Maybe they could come here and give feedback to eachother. Maybe someone from Substance could host an online workshop on Twitch. More focus on empowering these artists, and less on what Unity gets from them?

alpine monolith
#

ramaSquee friendly and constructive conversation ramaSquee

#

Love this place already.

frosty steppe
limber meteor
#

OH! Hey! From our next smash horror film......

#

Nostrileyes

frosty steppe
#

I'd watch that.

limber meteor
#

SURE you would.

#

Let me just pick my no-.....

#

AHHHH!

keen steeple
#

Wah, are there eyes in that nose!

limber meteor
#

Looks like that to me.

keen steeple
#

That would hurt to pick XD

iron girder
#

Wasn't that the medieval dude who predicted 9/11?

zealous stream
#

Nosetradamus

limber meteor
#

Oh SURE he did.

#

And not at all his nostrils

wanton snow
#

Can I like turn my sun into a 360 degree directional light or something

zealous stream
#

no, it's called directional for a reason 😃

#

but you can adjust the ambient lighting of a scene in the Lighting panel

#

ambient is like 'global' brightness

wanton snow
#

well i could possibly make two directional lights

#

i was just testing out scripts for orbiting and stuff

#

it's pretty cool with how when a planet spins and orbits you can see the moon phases happen just... not any script I've done... just the way the sun lights up part of the moon

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i want to make it real-time but i dont think anyone is going to wait 365 days just for a planet to orbit around a sun in a simulation

keen steeple
#

hehe, that would be fun though

#

you should makeit a screen saver

wanton snow
#

but how would I make it into a screensaver...?

keen steeple
#

I'm not sure. There was a screensaver jam a few years ago, so there's definitely info out there

wanton snow
#

unity.exe has stopped working

#

oof

#

maybe it has something to do with the extremely large scale of the planets?

zealous stream
#

not sure about making a screensaver, but I've I've had this on my wishlist for awhile: https://store.steampowered.com/app/431960/

Wallpaper Engine enables you to use live wallpapers on your Windows desktop. Various types of animated wallpapers are supported, including 3D and 2D animations, websites, videos and even certain applications. Choose an existing wallpaper or create your own and share it on Ste...

Price

$3.99

Recommendations

57733

▶ Play video
#

i thought it would be neat to turn a unity scene into an active wallpaper

lethal wedge
#

Hello everybody! I just started learning blender (the donut tutorial of course) and I'd like to ask about materials: in the tutorial you assign diffuse and gloss with solid color via mixed shader to the objects - these are blender specific shaders, aren't they? If you imported model now to the unity, you would have to create materials from the ground up again in Unity using Unity's own shaders right? Meaning when exporting and importing materials from blender to Unity, you can only import models, their textures and texture uvs?

frosty steppe
#

I believe so. You can drag and drop the model and textures into a folder into Unity.

dry crescent
#

Apply material to uv map and save the image - drag image into Unity and drag onto modell -> should work but I dont remember

median vine
#

looking for a link or advice on adjoining any adjacent quads into one mesh/material before rendering

dry crescent
#

You want to fix modell topology?

#

And merge vertc?

median vine
#

I just swapped from a sprite tiled background to quads to finish my pure ECS migration

#

and the background moves fast so I need to limit draw calls, would it be better to find someway to map the tiles to a large quad or something? I'm never worked with 3d

#

so all vertices would be on the same z-axis or whatever

wanton snow
#

Whenever I try to paint textures in blender the quality is terrible

median vine
#

I can't figure a way to get my texture to render with mip maps using il2cpp compilation

#

but I was having to render a lot of sprites to keep up with the ships acceleration in low gravity, I need the most efficient way to render quads like this

dry crescent
#

@wanton snow You can adjust the size of the image you are painting unto to higher resolution

wanton snow
#

Ok

#

Should I just use a solid color or like add a bit of noise?

dry crescent
#

Depends on How you are painting

#

You can export the image and add the noise in PS or Gimp aswell I guess

sudden crater
#

when I paint textures in blender, I use it to lay down colors and I perfect it later in photoshop.

wanton snow
#

Yea I’ll try that

frosty steppe
abstract ember
#

are the legs separate objects or are those ngons

dry crescent
#

Ay boios, what software is best for organic enviorments? Or flesh enviorments I guess

cyan nexus
#

I would say you keep to blender for that one tbh, or try and make bits and pieces with zbrush

dry crescent
#

oh hello karseth

cyan nexus
#

👋

dry crescent
#

you have any example projects doing that?

cyan nexus
#

I dont unfortunately : /

dry crescent
#

aw : /

#

well I will continue researching the topic at hand 👀

cyan nexus
#

Are you thinking of sculpting/modelling it, or more in the terms of "generating" it?

dry crescent
#

modelling and sculpting - if I were to generate it I would get into Hoodini

cyan nexus
dry crescent
#

hmm yeah

elfin pecan
#

That Blender UI is looking fresh

frosty steppe
#

@abstract ember So sorry for not answering. The legs are separate.

nocturne shadow
#

@dry crescent check out a trial of 3dcoat its free-form voxel sculpting is a good alt to zbrush for organic env

frosty steppe
#

@nocturne shadow @dry crescent It's also cheaper licence-wise.

dry crescent
#

Allright thanks I Will check it out

abstract ridge
#

3d coat is great all around tool but my issue on it was that I didnt like the sculpting feel one bit

frosty steppe
hasty granite
gentle folio
#

Wait is the rendering separating from the collider.

young spire
#

Root motion issue?

shell lion
#

Did you select humanoid rigg? @hasty granite

eager mist
#

capsule collider is off

tame kindle
#

Hello

#

i am planing to make game like tha

#

t

#

should i make movement and hits with physic or transform

#

Which one will be better ?

swift wharf
#

If it s relates to ‘forces’ use Rigidbody movement, elsewhere transform.translate could do the trick

novel garden
#

ultimate noob question

#

I tried making a higher polygon sphere in blender

#

its on the left and the basic unity sphere is on the right

#

the thing is that I can see the individual lines on the blender one

#

what did I do wrong>

zealous stream
#

blender doesn't apply smoothing by default, you have to set the faces smooth

#

and voila

novel garden
#

Ooooh ty ty

hexed matrix
#

Hey there, any Blender user around that can answer a quick question? I'm coming from 3ds Max and in it when you scale, you can't really make a negative scale(<0) and it's useful for aligning vertexes along an axis. Is there any way to replicate this limitation in Blender? A google search has yield no answers. I'm on 2.8 btw.

rapid echo
steady yew
#

Edit: Figured it out. Neutral value is 256 white, and you can only displace down. I brought the maps into Photoshop, used Auto Contrast to get the full range of values, then changed the black point output to 0.5 to keep the normals from turning 180 degrees.

Hey, I'm having some issue with using Detail Map in the Lit Shader. I have the Y and X normals in the green and alpha channels respectively.According to the info box showing up when hovering over Detail Map: 0.5 is the neutral value, but 0.5 changes the normal of the surface I'm trying to apply it on. Is there another neutral value now? What am I missing?

stray stone
#

@hexed matrix if your just wanting to align selected vertices to an axis. You can just press S, press the corresponding axis letter. And then press 0 on the numpad. It would then along all these onto that axis. Hope this helps.

lucid prism
ember frigate
#

if I want to have a modular 3d wall, is it best to build as such?

#

or should I just build symmetrically, and have the models intersecting?

hexed matrix
#

@stray stone thanks for your help, it worked 😉

stray stone
#

No Problem.

hexed matrix
#

You want the edges to to fit inside a 1x1 square so you can easily align them in Unity, mix and match

#

I don't think you want intersection at all, since that causes z-fighting.

ember frigate
#

Awesome! Thanks for the resource. I'll take a look as soon as I get back on my pc

gentle folio
#

What is a good 3d modeler other than blender that is cheap or free? I have messed around with several modeling programs but so far I like Probuilder the best, but it is lacking in features and slightly buggy.

zealous stream
#

if you like probuilder, you might like something like AC3D

#

it's pretty cheap.

#

you can try the demo and see what you think

keen steeple
zealous stream
#

yeah I saw that on GitHub awhile back

#

never have tried it

#

it's a bit like old Quake right? making shapes by cutting out of a volume?

keen steeple
#

It's the first tool I tried because my partner is friends with the dev. I really like it

#

You can do that, yeah.

#

It uses "additive" and "subtractive" brushes hehe

#

but yeah, it's a lot easier to make holes in things than probuilder hahaha

zealous stream
#

yep, I know some love that style of building mesh

gentle folio
#

Thanks guys these look great for layouts/prototyping but they do not seem to be used for anything else like character modeling. Do you happen to know of anything in that area off the top of your head?

keen steeple
#

yeah, I think we were going off your mentioning of Probuilder rather than Blender..

#

I don't think there ARE many free alternatives to blender..

zealous stream
#

yeah for characters, i'd say blender 100%, but that's me

#

I've been using blender since 2010

keen steeple
#

Wings and Make Human sound interesting

gentle folio
#

I was afraid of that. My biggest problem with blender is probably the camera is is awful. soarynSad

zealous stream
#

Makehuman isn't 3d software though, it's just a character creator

keen steeple
#

you could see if people have made alternate cameras for you to use in Blender? It takes plugins, right?

zealous stream
#

if all you want to do is make characters, then it would do the trick I guess

swift glade
#

Is educational max or maya not an option?

zealous stream
#

but you'd still need 3d software to make clothing etc

#

there's a character creator that works inside blender as well

gentle folio
#

Sai it is currently but I am looking in to selling my work later. Soo not certain if I want to go down that path.

zealous stream
#

oh hell, it's over 😦

swift glade
#

ahhhhh gotcha 😦

zealous stream
#

it was a really impressive tool, I wonder what happened...

#

i think i still have a copy on my HD somewhere

eager mist
#

Make sure you use the github version of SabreCSG

#

since the asset store one is outdated for like 2 years

gentle folio
#

I fixed the camera soarynHype shift+f = FPS right/left click save/cancel shift move faster. soarynHappy

ember frigate
#

trying to freshen up my 3d skills here.
When creating a character, do I make a base mesh, and then armor on top?
Or is armor part of the base mesh? Thank you!

zealous stream
#

i'd say it's completely up to how your game is going to be.

#

if your character is never going to change clothes or be naked, there's no need to make the body first, unless you're just wanting to use it as some reference for scale while creating.

#

but if ti's something like skyrim where people will be taking clothes on and off and looking at their underwear, then you'd need a body, sure.

#

even games where characters wear several outfits, like Tomb Raider, every outfit is just a body replacement, there's no real 'nekkid' body underneath. ;P

ember frigate
#

awesome, thank you @zealous stream

#

I knew the answer was going to be some version of "it depends", but yours is pretty damn clear. 😃

zealous stream
#

no problem

#

primarily it comes down to, "if you can't see some triangles/mesh, you probably don't need it"

#

it's just more work for the GPU

ember frigate
#

makes sense!

ember frigate
#

next question, is it possible to keep flat shading in mixamo? everytime I upload a low poly/flat shaded model, it always ends up shading it smooth

orchid sparrow
zealous stream
#

@ember frigate There's probably no way to prevent them from applying smooth shading, they assume most want that (and probably 99% of devs do). but you can simply modify their result in the 3d editor you use and return it to flat shading.

primal lake
#

Hello All. I'm New to this game making scene. I have a basic cube player built. I have started to construct a game level in unity. I was going to use cubes, then started to use the plane to build the level. I saw that the plane has loads of the poly things compared to the cube and they scale different as well. My game is a simple 20 lvl fps, The room shape and size will be the same each lvl, I will just have the walls and doors in different place's. The walls will be cube to give them depth and I will only have colours in game instead of any real textures. Right now the floor, walls and ceiling are all made of the plane 3d object. Its about x10.y2.z50. Will the amount of poly things going to be a problem for me or is there a way to reduce the amout with out coding.

zealous stream
#

i'ts unlikely this will be a problem. You'd usually have to have millions of polys before it becomes a problem.

#

it doesn't sound like you'll have anywhere near that many

primal lake
#

Cool Thanks

steady yew
#

Hey, I'm wondering if there's a way to make reflection probes pay some more correct attention to roughness maps. This doesn't look much like a cardboard surface with this reflection :s

zealous stream
#

that's not a problem with your reflection probes, but with your cardboard material. try turning metallic to 0, and smoothness way down, like the 0.2 range or lower

#

and if you're using metal/roughness maps, they need some range adjustment

steady yew
#

I think the maps are fine, the values are about what you said, and they look great with regular lights, as well as in Substance. Btw I'm using HDRP. Let me get a shot of it with an actual light source

#

Here's just a point light from the camera angle

iron flare
#

Try the box projection for your probe ? Also if it's too powerful you can decrease its intensity.

steady yew
#

@iron flare
Both box and infinite projection have this, but at different angles. I seem to recall box projection doing a pretty good job in the regular 3D pipe, but it may not be doing so hot in HDRP yet.

novel garden
#

hmmm ya prooooobably doesnt need to be that detailed

zealous stream
#

ok yes, a UV sphere

#

and yeah probably more triangles than you need

#

but assuming you make a new UV sphere... this is how to UV map it

#

obviously make the faces smooth first 😛

#

press A to deselect everything

#

change to edge select mode

#

find the center line and Alt-Right Click it

#

this will select the whole loop, all the way around

novel garden
#

wait so... I didn't define a map for the mesh?

#

Is that what I did wrong?

zealous stream
#

i'm pretty sure yes

#

so it basically only uses 1 pixel of your shader for the whole surface

#

why everything looks smooth

novel garden
#

ooof

zealous stream
#

after you select the center line

#

mark seam, that tells the UV mapper where to do a split

#

press A and you should see the loop is red now

#

now press A again to select everything

#

go back over and on the Unwrap dropdown, choose Unwrap

#

if you have a texture/UV window open, you'll see your new UV map there

#

it's not optimal, but it will get you started

#

you may want to watch some Blender tutorials on UV mapping to learn more about it

#

really unwrapping a sphere is never optimal heh

#

no matter how you try to arrange it

#

but you could always use the extra space for other objects or more complex items down the road

#

now the object has it's 'map' of what pixels on the texture go to what spots on the mesh. that's what the UV map is for

novel garden
#

could you by any chance... toss me this sphere >_>

#

100% go through the process myself

#

but I just want to try something specific atm

zealous stream
#

;p

#

sure 1 sec

novel garden
#

I'd just like it to have a decent amount of triangle more than the base unity sphere

#

because good god

#

that think is shit

zealous stream
#

hmm unity's sphere always seemed fine to me

#

I guess it is slightly bumpy up close

#

they seem to have actualy taken a cube and morphed it into a sphere

#

very odd triangle arrangement

novel garden
#

crisis

zealous stream
#

yeah for what you're doing you'd need UV mapping that would work with tilable textures

#

which is MUCH harder to do

#

what I would suggest doing in this case, is export Unity's Sphere to FBX, using their FBX export tool

#

and modify it in blender

#

maybe hit subdivide on it once

#

then sent it back to unity

#

that way you can preserve their UV mapping

#

save you all the work of trying to make tile-friendly UV mapping on a sphere

novel garden
#

good lord

#

all right

#

_>

zealous stream
#

trust me it would be easier heh

novel garden
#

ty for your help though

zealous stream
#

np

dry crescent
#

oi

#

when you got something circular like that you also have to make an additional seam just to break the circle so the uv map doesnt stretch

zealous stream
#

yeah, this was just a beginner tutorial, I didn't want to get too complicated 😃

dry crescent
#

Aighty

frosty steppe
#

Learned how to use the polygon fill tool to add stained steel and dry rubber to a flipchart, Substance Painter. The flipchart's not mine; I just modified a pre-existing model.

trail monolith
#

I can't seem to find the naming convention for custom made colliders, anyone know it?

abstract ridge
#

those would be mesh colliders in unity, using convex option

#

@trail monolith

zealous stream
#

it's just that they are cut at specific size intervals, like, every piece is exactly 3 meters wide, or 1 meter wide, or 2 meters wide